Cxbx-Reloaded/doc/ShogunTodo.txt

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blueshogun's Todo list:
Emulation:
- Continue sorting things out between XDKs 4432 and 4627 for 4531. Some things from 4627
should be moved to 4531 anyway.
- Check for similarities in XGRAPHIC library for 4361, 4432 and 4627.
- Continue adding support for the Xbox ADPCM codec. Numerous open source projects support
it, so I guess it shouldn't be too hard.
- Finish adding basic XACT support.
- Ensure the Cxbx has some basic support for every XDK. We're close, but 5028, 5120, 5455
and 5788 need further investigation.
- The Xbox's version of the .xsb format needs to be reversed for XACT.
- Cache xbe section addresses and names for XLoad/FreeSection[ByHandle]
- Basic network capabilities?
- Some vertex shaders have their constant register usage modified by Cxbx (to balance out
the fact that Xbox vertex shaders can use constant values -96 to 96. Adding 96 in
SetVertexShaderConstant fixes some samples and Petit Copter, but breaks Turok.
- Indexed geometry rendered with D3DPT_QUADLIST is badly broken (Panzer and Robotech: Battlecry).
More:
- For completion's sake, we're going to have to use Direct3D 9 or OpenGL (OpenGL is better for
emulating Xbox, trust me) to emulate all of the missing functionality of Direct3D 8. OpenGL is
also closer to NVIDIA's hardware.
- An option to disable sound processing. Quantum Redshift may need this...
Game Specific:
- Azurik: Rize of Perathia (possibly the hardest Xbox game to emulate) has some unusual situations
going on (heap corruption, empty shaders, etc.). We need better solutions for such scenarios.
- DOA3 is getting close...
- Fusion Frenzy: There are some bugs in the D3DFMT_P8 -> D3DFMT_A8R8G8B8 conversion code.
- Keep working on Run Like Hell, you might be surprised!
- Find out what's causing the stack corruption with Petit Copter.